"Always on" Aspects
Heya. I am a GM thinking about setting up a campaign and I have some fun ideas for mechanics. This is one of them
Aspects always give a +1 to relevant rolls. But you can only choose one each from the 'areas' Aspects like to hang out in. One character, one scene, one scenario and one opposition Aspect (and other 'areas' you might be using). You can not spend FATE points to push up the bonus to a +2, instead you can spend them to grab more than one Aspect per 'area'. One per FATE point spent.
Stunts also only grant +1, to ground them a bit, but can alternatively give 2 shifts of success. So you actively have to choose between accuracy or "damage". Free invokes also only enable you to choose that Aspect in addition to another one from that 'area'
What do you think? My reason for creating this hack is to give the players a more overt advantage in using and thinking with Aspects, while hopefully not breaking any and all tension. This is because most newbies (which all my players will most likely be) do not yet "feel" the power of Aspects on their own. Does this betray the philosophy of FATE too much? Should numbers be adjusted in any way? Is it ok that stunts are also changed?